Special Abilities (d100)

d100 Type Info

1-2

Brawn

Powerful Melee or Brawl attack. Increase base damage by 5 Wounds.

3-4

Brawn

Powerful Melee or Brawl attack. Add 1-3 Qualities such as Knockdown, Disorient, or Sunder.

5-7

Brawn

Humongous. Double Wound Threshold value.

8-10

Brawn

Impossible Defenses. Triple Soak value.

11-13

Brawn

Hyper-Accelerated Healing. Spend Threat generated by a Crew Member or Advantage generated by the creature to immediately recover 5 Wounds.

14-15

Brawn

Acidic Blood. Each time the creature is dealt Wound damage, each other creature at Engaged Range with it suffers Burn 3 (base damage equal to Brawn).

16-17

Agility

Powerful Ranged attack. Increase base damage by 5 Wounds.

18-19

Agility

Powerful Ranged attack. Add 1-3 Qualities such as Auto-fire, Blast, or Guided.

20-21

Agility

Fast Movement. Does not spend Strain to make its second Maneuver for the round and has an alternate mode of transportation such as flying or burrowing.

22-24

Agility

Multi-armed. The creature can manipulate multiple objects at once and its held weapons gain the Linked quality with a rating equal to its number of arms -1.

25-27

Agility

Supreme Agility. Add 2 Threat to all enemies’ attacks against the creature.

28-30

Agility

Counterattack. Spend 2 Threat generated by a Crew Member on a Melee or Brawl check to immediately make a Melee or Brawl attack against that Crew Member.

31-33

Intillect

Advanced Technology, Auto-lasers. Spend 2 Threat generated by a Crew Member on a Ranged attack to immediately make a Ranged attack against that Crew member.

34-36

Intillect

Advanced Technology, Teleportation. The creature can instantly travel to any location in sight as a Maneuver.

37-39

Intillect

Advanced Technology, Invisibility. All checks made against the creature have their difficulty upgraded twice, except Perception and Vigilance which are upgraded three times.

40-42

Intillect

Advanced Technology, weapon. One or more weapons gains 5 Boost on combat checks.

43-45

Intillect

Supreme Deduction. The creature has advanced insights into Crew’s weaknesses, granting 3 Boost to all checks against them.

46-48

Intillect

Plans Within Plans. The creature has multiple contingencies; spawning additional traps, defenses, and escape plans made up on the fly for each Threat generated by the Crew.

49-51

Cunning

Increase its Adversary talent value by 2.

52-53

Cunning

Hostages. The creature holds important hostages and cannot be directly confronted until they are freed.

54-55

Cunning

Doppelgänger. The creature can change its appearance as an Incidental action to mimic any humanoid creature previously touched.

56-58

Cunning

Shapeshifter. The creature can change its form as an Incidental action into a featureless liquid.

59-61

Cunning

Vulgar Display of Power. Induce or upgrade a Fear check due to the presence of some horrific, grisly display (throne of bones, skull staff, bathes in blood, etc.).

62-64

Cunning

Enhanced Senses. The creature can see in alternate light spectrums and hear in sonic frequencies outside of the normal Humanoid hearing, granting 5 ranks and 5 Boost to Perception and Vigilance checks.

65-67

Willpower

Force Lightning. Roll Force (min. 3) and deal 1 Wound to 1 creature within by Short Range. For each Dark Side Point generated beyond the first, increase all of those numerical values by 1.

68-70

Willpower

Force Move. Roll Force (min. 3) and move 1 creature or object of up to Silhouette 1 by 1 Range Band. For each Dark Side Point generated beyond the first, increase all of those numerical values by 1.

71-73

Willpower

Force Life Drain. Roll Force (min. 3) and deal 1 Strain to 1 creature within by Short Range. For each Strain dealt, recover 1 Wound. For each Dark Side Point generated beyond the first, increase only one of those numerical values by 1.

74-76

Willpower

Force Deflection. Use 3 Threat generated by a Crew Member’s attack to immediately make the same attack directed at a target of your choice, with a number of Boost dice equal to your Force Rating.

77-79

Willpower

Strong in the Force. Increase Force Rating by 2. Usable only if the creature has another Force power.

80-82

Willpower

Unshakable. Double Strain Threshold value.

83-85

Presence

Minions. Spend Threat generated by the Crew Members to summon or spawn Minion allies, such as Stormtroopers, floating robotic drone arms, or self-reproducing myconids.

86-88

Presence

Treachery. Use 3 Threat generated by the Crew Members, even if the creature is off-screen, to turn a trusted ally against the Crew.

89-91

Presence

Elite Guard. The creature always has a cadre of 3-5 powerful Rival-level bodyguards that direct damage away from the creature or apply penalties to attacks against the creature.

92-94

Presence

Corrupting Aura. Crew Members standing near the creature have their sanity or morality threatened; dealing automatic Strain damage or flipping Destiny Points.

95-97

Presence

Force Influence. Roll Force (min. 3) and make 1 creature within by Short Range believe a blatant lie for 1 non-combat scene or 1 round of combat. For each Dark Side Point generated beyond the first, increase all of those numerical values by 1.

98-100

Presence

Turn to the Dark Side. Make a Crew Member at Engaged Range roll a Discipline check with a number of Difficulty dice equal to your Force Rating (min. 3). On a failure, the Crew Member is turned to the Dark Side and becomes a permanent Nemesis.